#version 400

layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 TexCoord;

out vec3 Position;
out vec3 Normal;
out vec2 tcoord;

uniform mat4 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 projection_matrix;
uniform mat4 mvp;

void main()
{
	Position = vec3(modelview_matrix * vec4(VertexPosition,1.0));
	gl_Position = mvp * vec4(VertexPosition,1.0);
}